float4x4 World;
float4x4 View;
float4x4 Projection;

texture finalMap;
sampler colorSampler = sampler_state
{
    Texture = (finalMap);
    AddressU = CLAMP;
    AddressV = CLAMP;
    /*MagFilter = POINT;
    MinFilter = POINT;
    Mipfilter = POINT;*/
	MagFilter = LINEAR;
    MinFilter = LINEAR;
    Mipfilter = LINEAR;
};

struct VertexShaderInput
{
    float3 Position : POSITION0;
    float2 TexCoord : TEXCOORD0;
};
struct VertexShaderOutput
{
    float4 Position : POSITION0;
    float2 TexCoord : TEXCOORD0;
};

VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
    VertexShaderOutput output;

    output.Position = float4(input.Position, 1);
	output.TexCoord = input.TexCoord;
    return output;
}

float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
    return tex2D(colorSampler, input.TexCoord);
}

technique Technique1
{
    pass Pass1
    {
        // TODO: set renderstates here.

        VertexShader = compile vs_2_0 VertexShaderFunction();
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }
}
